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May 19th, 2008, 07:07 PM
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General
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Join Date: May 2004
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Re: A Poisoner\'s Guide to LA Pythium
Very much so. If you could boost from 50% -> 100% you wouldnt need any of these fancy strategies to make a poison immune army. You could just find a swamp and recruit lizard warriors. But alas, you can't.
As far as I know, the resistance buffing is WAD. Anyone know otherwise?
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May 19th, 2008, 07:24 PM
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Major General
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Re: A Poisoner\'s Guide to LA Pythium
Aren't all the other resistance buffs stackable? Why would poison be different?
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 19th, 2008, 09:00 PM
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Second Lieutenant
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Re: A Poisoner\'s Guide to LA Pythium
What's a WAD?
You could in theory reduce your PR with Invulnerability, then boost it back up with Resist Poison, but I'm not sure how useful this is.
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May 19th, 2008, 09:27 PM
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Major General
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Re: A Poisoner\'s Guide to LA Pythium
Works As Designed.
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 19th, 2008, 09:41 PM
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Captain
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Re: A Poisoner\'s Guide to LA Pythium
Quote:
Mages refuse to cast Poison Resistance on themselves if they are already at 50% or above poison resistance. Additionally, spells which confer poison resistance (like Serpent's Blessing) have no effect on units with 50% resistance already.
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Ohh never noticed that, but it's true.
I find rather strange that a mage starting with 50% PR ends weaker against poison than a mage starting with 0 (when the 2 can cast the spell).
If it's wad, it's hum.... a very strange design decision.
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May 20th, 2008, 01:43 AM
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Lieutenant General
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Re: A Poisoner\'s Guide to LA Pythium
Now I'm experimenting with a A7 (and i take that over A6 cus it gives extra effect and I had the points for it) and E6 and I notice that while I now totally chew through anything which shoots heavy cavalry is getting nastier.. I think the heavy attack bonus and AP from F9 makes a huge difference here.
Maybe Fire and air (on a nice immortal phoenix chassis) might be a nicer way to go.
Also the mages seem to be a weak point in the strategy.. sometimes falling to stray arrows (before bless is up) autorouting the hydra's and then in early expansion you have to wait till another mage gets there to start again...
not to mention that any huge army will still be lethal in the end.. All cash goes into hydra's but you need more mages out with the armies then other nations early in the game (less research) and you still those 2-3 hydra armies might not be all that against an opponent trying to take you down. (I'd like to test it in a MP game though when I find my "perfect" bless for the hydra.)
Without bless I'm not yet convinced (as OP) that hydra's are worth all the effort and cash with LA pythium except for maybe one early expansion/anti-SC protection. (and since I'm not all that impressed by the rest of the nation that would just mean it's a weak nation over-all)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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May 20th, 2008, 02:31 AM
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General
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Re: A Poisoner\'s Guide to LA Pythium
Aezeal, I'm surprised at your comment that LA Pythium could be a weak nation. You were playing in the game Epotara where I devised the strategies laid out in this guide - the game which I then proceeded to win with the Serpent Cult against great odds. I think in your efforts to find this "perfect" bless you are overlooking this?
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